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 [WIP] Pirate Industries Complete Conversion Pack 
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happy carebear mom
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Post Re: [WIP] Pirate Industries Complete Conversion Pack
ropeface wrote:
- An actor who can call in low orbit laser strikes from a Pirate Ind. capital ship (or missiles, whatever looks cooler).

From experience, missiles tend to be more visually pleasing than lasers. They're less laggy and just look cooler as they can stay onscreen longer. For extra drama, make them slow, destructible (barely), and really damaging in a near radius with a sharp dropoff.

You know, I want to make a missile defense mod now.


Mon Feb 01, 2010 3:15 am
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Post Re: [WIP] Pirate Industries Complete Conversion Pack
I'll take that into consideration. I still want to have lasers rain down from the sky. I'll find some way to implement this.


Mon Feb 01, 2010 3:27 am
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Post Re: [WIP] Pirate Industries Complete Conversion Pack
Then make something that shoots missles AND lasers!


Mon Feb 01, 2010 4:37 am
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Loose Canon
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To me, space missiles have a lot less apeal than space lasers.


Mon Feb 01, 2010 5:32 am
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REAL AMERICAN HERO
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Post Re: [WIP] Pirate Industries Complete Conversion Pack
from a purely practical standpoint both are plainly silly

why do you need a chemical explosive or a high energy laser if you can just convert potential energy into kinetic using the entirely free propulsion of gravity


Mon Feb 01, 2010 7:21 am
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Ah yes, It hadn't even crossed my mind. Kinetic weaponry, my one true love when it comes to superweaponry.


Mon Feb 01, 2010 12:47 pm
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Post Re: [WIP] Pirate Industries Complete Conversion Pack
Here are a few ideas.
Since the company has roots as pirates a unit that can temporally "steal" a enemy by converting them to your team :) for balance I think maybe only 1-3 units can be "stolen" at a time, the time before they revert back to there team is roughly 15-30 seconds, and maybe you can't control them?

This faction seems ruthless and greedy as hell so a weak (maybe even hunched over) unit that whatever it picks up is instantly sold. essentially making it a defenseless, cheap, cash cow! the unit is self balancing which save time :wink: and what I mean it " the unit can never carry it's own weapons so it can't make money if you don't kill things And to pick up the weapons and things to sell you will have to leave your other units under the AI's control...and the AI' sucks quite frankly so your units are at risk while you try to make more money Then after you have sold all that you can pick up back to killing and if you leave your units alone fore to long and they die you now have to waste the money you got from selling things to replace your units...that make since?"... OK the TL;DR version "unit cant kill-nothing dead nothing to sell-if attack units left alone lazy AI gets them killed-to replace the dead attack units you spend the money you just made-BAD MOVE DUMBASS-???-No Profit!" yes the pun had to be made.

a fem fatal unit. quick, deadly, and can do backflips...Oh and to make her a useful unit that can do back flips she uses rapiers because there bad ass, she is invisible unless attacking, cant use any weapons other than her rapiers and maybe a kinda poison dart pistol that has a short(3 seconds) EMP effect but they now start to lose health slowly at first but it speeds up as time passes?

I am a bit manic at the moment so the third idea is out there but it sounds cool to me. but as I am manic I hope this post is SOMEWHAT understandable.


Mon Feb 01, 2010 6:00 pm
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Post Re: [WIP] Pirate Industries Complete Conversion Pack
Team conversion is extremely unstable. I don't think anyone has gotten it to work, at all.
But piratism sounds like a good plan. A dropship that could suck up enemies to sell, or maybe a ship that converts anything it eats into gold. One of those has been done before, and on B22 I think.


Mon Feb 01, 2010 6:11 pm
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yes it has but I think a weak unit adds a bit more to the game play if you have played Zombies 09 I think my idea for the unit could be compared to the trenchmen- weak almost not worth it till you realize you now have if needed you have a MEAT SHIELD! a cheap brain defense, medic guards, bait, and of course...they can dig. The "scavenger" would be weak and defenseless, but if the player is skilled enough a HIGHLY valuable unit. hell if the player is really good it could almost be to useful...till you remember dropship doors, rocket legs, and high speed gibs will kill it sooner or later :cry:


Mon Feb 01, 2010 6:40 pm
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Post Re: [WIP] Pirate Industries Complete Conversion Pack
Hyperkultra wrote:
Team conversion is extremely unstable. I don't think anyone has gotten it to work, at all.
But piratism sounds like a good plan. A dropship that could suck up enemies to sell, or maybe a ship that converts anything it eats into gold. One of those has been done before, and on B22 I think.

I think the gmod worked pretty well, but still the idea of stealing units would work. But looting their corpes would be way better, maybe a gun that when a unit is shot by it and dies within 1 sec it will drop an invisible MO that could be picked up by pirate units. Would be better then looting equipment.


Mon Feb 01, 2010 8:44 pm
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Post Re: [WIP] Pirate Industries Complete Conversion Pack
http://www.youtube.com/watch?v=GkPpSfYzUXk

Start watching from 2.35 -> 2.45, it lasts only for a few short seconds.
This is the most awesome laser bombardment I've ever seen.
If you make that, I'll cry manly tears. ;_;


Mon Feb 01, 2010 10:00 pm
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Post Re: [WIP] Pirate Industries Complete Conversion Pack
I do believe I have enough ideas now. Thank you DR community.

gtaiiilc has actually got me thinking about noncombatant specialist actors. Something that would at more strategy to CC gameplay.


Tue Feb 02, 2010 5:27 am
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